Business/IT Alignment through IT Governance Patterns in Portuguese Healthcare

Author(s):  
Ruben Pereira ◽  
Miguel Mira da Silva ◽  
Luís Velez Lapão

The pervasive use of technology in organizations to address the increased services complexity has created a critical dependency on information technology (IT) that calls to a specific focus on IT Governance (ITG). However, determining the right ITG mechanisms remains a complex endeavor. This paper uses Design Science Research and proposes an exploratory research by analyzing ITG case studies to elicit possible ITG mechanisms patterns. Six interviews were performed in Portuguese healthcare services organizations to assess the ITG practices. The goal of the authors is to build some theories (ITG mechanisms patterns), which will guide healthcare services organizations about the advisable ITG mechanisms given their specific context. The authors also intend to elicit conclusions regarding the most relevant ITG mechanisms for Portuguese healthcare services organizations. Additionally, a comparison is made with the financial industry to identify improvement opportunities. The authors finish the paper with limitations, contribution and future work.

Author(s):  
Ruben Pereira ◽  
Miguel Mira da Silva ◽  
Luís Velez Lapão

The pervasive use of technology in organizations to address the increased services complexity has created a critical dependency on Information Technology (IT) that calls to a specific focus on IT Governance (ITG). However, determining the right ITG mechanisms remains a complex endeavor. This paper uses Design Science Research and proposes an exploratory research by analyzing ITG case studies to elicit possible ITG mechanisms patterns. Six interviews were performed in Portuguese healthcare services organizations to assess the ITG practices. Our goal is to build some theories (ITG mechanisms patterns), which we believe will guide healthcare services organizations about the advisable ITG mechanisms given their specific context. We also intend to elicit conclusions regarding the most relevant ITG mechanisms for Portuguese healthcare services organizations. Additionally, a comparison is made with the financial industry to identify improvement opportunities. We finish our work with limitations, contribution and future work.


Informatics ◽  
2021 ◽  
Vol 8 (2) ◽  
pp. 26
Author(s):  
Isaías Scalabrin Bianchi ◽  
Rui Dinis Sousa ◽  
Ruben Pereira

Information Technology governance (ITG) calls for the definition and implementation of formal practices at the highest level in the organization, involving structures, processes and relational practices for the creation of business value from IT investments. However, determining the right ITG practices remains a complex endeavor. Previous studies identify IT governance practices used in the health and financial sectors. As universities have many unique characteristics, it is highly unlikely that the ITG experiences of the financial and health industry can be directly applied to universities. This study, using Design Science Research (DSR), develops a baseline with advised practices for the university sector. The analysis of thirty-four case studies from the literature review provides a set of practices as a starting point for the development of the baseline model proposal through multiple case studies involving interviews with IT directors, in ten universities in five countries: eight new practices emerge in this study. The model proposed was evaluated by experts. The result is a baseline model with adequate practices for IT governance in universities as well as a set of guidelines for its implementation. Findings revealed that is possible to extend the ITG practices’ baseline when looking at specific contexts.


2020 ◽  
Author(s):  
Marcelo Inuzuka ◽  
Hugo Do Nascimento ◽  
Fernando Almeida ◽  
Bruno Barros ◽  
Walid Jradi

This article introduces Doclass, a free and open-source software for the Web that aims to assist in labeling and classifying large sets of documents. The research involved a design science research methodology, guided by the real demands of a legal text processing company. The architecture, several design decisions and the current development stage of the software are presented. Preliminary user experiments for evaluating interactive document labeling are described. As a result, the first version of a system with an architecture composed of a mobile frontend that communicates with a backend through a REST API was published, with satisfactory performance evaluation by the applicant. Other results involve the use of active learning techniques to reduce human effort when performing the classification of documents, as well as the Uncertainty strategy to choose the document to be labeled. The effectiveness of the stop criterion for the active learning technique based on confidence level was tested and proved unsatisfactory, remaining as a future work.


Author(s):  
Thomas Ph. Herz ◽  
Florian Hamel ◽  
Falk Uebernickel ◽  
Walter Brenner

Implementing multisourcing in business groups is challenging, and linear-extension of dyadic information technology (IT) outsourcing literature is insufficient to cope with multisourcing specifics. By pursuing design science research (DSR) as the research orientation and utilizing expert interviews, action research and case studies as individual research methods, the authors propose a multisourcing maturity model as an IT governance mechanism. This article contributes in four areas: first, it derives requirements for IT governance mechanisms intended to support the implementation of multisourcing in business groups; second, it identifies the research gap by analyzing current concepts; third, it develops a maturity model; and fourth, it demonstrates the application of the model with two real-life case examples of leading financial services providers. Moreover, the maturity model provides practical guidance for coping with the challenges of implementing multisourcing by identifying the required capabilities, illustrates a desired evolution path to effectively and efficiently utilize multisourcing, and can be employed for steering multisourcing in business groups.


2017 ◽  
Vol 27 (1) ◽  
pp. 118-139 ◽  
Author(s):  
Goncalo Baptista ◽  
Tiago Oliveira

Purpose The purpose of this paper is to identify the potential impact of the utilization of game mechanics and game design techniques in the acceptance of mobile banking services. Design/methodology/approach The theoretical model was tested in a quantitative study using structural equation modelling, conducted in Brazil, with actual local banking customers. Findings The findings show that there is a direct and strong relationship between gamification and intention to use mobile banking services, supporting that, when used and designed properly, gamification can help make banking activities more exciting, more interesting and more enjoyable, and in turn increase customer acceptance, engagement and satisfaction. Research limitations/implications The research extends the unified theory of acceptance and use of technology (UTAUT2), and prior research to include gamification impact. The result is a more descriptive model that better explains consumers’ decision to use mobile banking services. Practical implications For practitioners, understanding the key constructs is crucial to design, refine and implement mobile banking services that achieve high consumer acceptance and value, and with the right amount of game techniques in them. Originality/value The globalization of business and systems is fuelling the need to acquire a deeper understanding of the impact of gamification in acceptance within the financial industry. This is the first time to the knowledge that UTAUT2 theory and a gamification construct are combined in a mobile banking acceptance work, supported by data from a South American country, enriching the existing literature on this subject and providing new insights into how game techniques influences individual behaviour.


Informatics ◽  
2019 ◽  
Vol 6 (4) ◽  
pp. 46 ◽  
Author(s):  
Fatima Ali Amer Jid Almahri ◽  
David Bell ◽  
Mahir Arzoky

This research aims to explore how to enhance student engagement in higher education institutions (HEIs) while using a novel conversational system (chatbots). The principal research methodology for this study is design science research (DSR), which is executed in three iterations: personas elicitation, a survey and development of student engagement factor models (SEFMs), and chatbot interaction analysis. This paper focuses on the first iteration, personas elicitation, which proposes a data-driven persona development method (DDPDM) that utilises machine learning, specifically the K-means clustering technique. Data analysis is conducted using two datasets. Three methods are used to find the K-values: the elbow, gap statistic, and silhouette methods. Subsequently, the silhouette coefficient is used to find the optimal value of K. Eight personas are produced from the two data analyses. The pragmatic findings from this study make two contributions to the current literature. Firstly, the proposed DDPDM uses machine learning, specifically K-means clustering, to build data-driven personas. Secondly, the persona template is designed for university students, which supports the construction of data-driven personas. Future work will cover the second and third iterations. It will cover building SEFMs, building tailored interaction models for these personas and then evaluating them using chatbot technology.


Author(s):  
Fatima Ali Amer Jid Almahri ◽  
David Bell ◽  
Mahir Arzoky

This research aims to explore how to enhance student engagement in higher education institutions using novel chatbots. This study's principal research methodology is design science research, which is executed in three iterations: personas elicitation, a survey and development of student engagement factor models (SEFMs), and chatbot interaction analysis. This chapter focuses on the first iteration, personas elicitation, which proposes a data-driven persona development method (DDPDM) that utilises machine learning, precisely a k-means clustering technique. Data analysis is conducted using two datasets. Eight personas are produced from the two data analyses. The pragmatic findings from this study make two contributions to the current literature. Firstly, the proposed DDPDM uses machine learning, specifically k-means clustering, to build data-driven personas. Secondly, the persona template is designed for university students, which supports the construction of data-driven personas. Future work will cover the second and third iterations.


Author(s):  
Tanty Oktavia ◽  
◽  
Surya Sujarwo

— Currently, higher education must open their mindset to change the learning process. This process cannot still stay on a conventional process that only involved students and lecturers as learning participants because to capture what the current industry needs and the trend of knowledge, higher education institutions must collaborate with external parties as learning partners to give a global perspective about the industrial needs and trends. The process to identify a learning partner to contribute to the learning process is not easy way. The higher education institution must select which partner has appropriate skills and competency suitable for the subject’s course. Many parameters will be involved in the selection process to identify the right partner. In this proposed system, external parties in this context consist of professionals or educators from the external institution easily can be defined to be selected as learning partners based on their competency and experience, that listed on social media LinkedIn as a professional platform. The method to build this interactive recommender system in this study is based on design science research that identifies step by step design stage to propose the best way solution for the recommender system. The result of this study is an interactive recommender system that can help higher education to find out the best candidate for their learning partner so the collaboration of learning can be implemented effectively


Author(s):  
Josef Schwaiger ◽  
Timo Hammerl ◽  
Johannsen Florian ◽  
Susanne Leist

AbstractThe digital transformation, with its ongoing trend towards electronic business, confronts companies with increasingly growing amounts of data which have to be processed, stored and analyzed. Instant access to the “right” information at the time it is needed is crucial and thus, the use of techniques for the handling of big amounts of unstructured data, in particular, becomes a competitive advantage. In this context, one important field of application is digital marketing, because sophisticated data analysis allows companies to gain deeper insights into customer needs and behavior based on their reviews, complaints as well as posts in online forums or social networks. However, existing tools for the automated analysis of social content often focus on one general approach by either prioritizing the analysis of the posts’ semantics or the analysis of pure numbers (e.g., sum of likes or shares). Hence, this design science research project develops the software tool UR:SMART, which supports the analysis of social media data by combining different kinds of analysis methods. This allows deep insights into users’ needs and opinions and therefore prepares the ground for the further interpretation of the voice. The applicability of UR:SMART is demonstrated at a German financial institution. Furthermore, the usability is evaluated with the help of a SUMI (Software Usability Measurement Inventory) study, which shows the tool’s usefulness to support social media analyses from the users’ perspective.


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